wesnoth/src/playmp_controller.cpp
Eric S. Raymond 4f4ebe012c Sneak up on EOS-linger by a different refactoring.
Instead of trying to use new/delete, pull the entire text of
playsingle_scenario and playmp_scenario into playcampaign.cpp in
preparation for inlinining them at the point where we'll need the
controller objects to be visible.

Tested, both SP and MP.
2007-08-01 14:28:37 +00:00

364 lines
10 KiB
C++

/* $Id$ */
/*
Copyright (C) 2006 - 2007 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License version 2.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "playmp_controller.hpp"
#include "game_errors.hpp"
#include "gettext.hpp"
#include "log.hpp"
#include "sound.hpp"
#define LOG_NG LOG_STREAM(info, engine)
unsigned int playmp_controller::replay_last_turn_ = 0;
playmp_controller::playmp_controller(const config& level, const game_data& gameinfo, game_state& state_of_game,
const int ticks, const int num_turns, const config& game_config, CVideo& video,
bool skip_replay)
: playsingle_controller(level, gameinfo, state_of_game, ticks, num_turns, game_config, video, skip_replay)
{
beep_warning_time_ = 0;
turn_data_ = NULL;
}
playmp_controller::~playmp_controller() {
//halt and cancel the countdown timer
if(beep_warning_time_ < 0) {
sound::stop_bell();
}
}
void playmp_controller::set_replay_last_turn(unsigned int turn){
replay_last_turn_ = turn;
}
void playmp_controller::clear_labels(){
menu_handler_.clear_labels();
}
void playmp_controller::speak(){
menu_handler_.speak();
}
void playmp_controller::whisper(){
menu_handler_.whisper();
}
void playmp_controller::shout(){
menu_handler_.shout();
}
void playmp_controller::play_side(const unsigned int team_index, bool save){
do {
player_type_changed_ = false;
end_turn_ = false;
// we can't call playsingle_controller::play_side because
// we need to catch exception here
if(current_team().is_human()) {
LOG_NG << "is human...\n";
try{
before_human_turn(save);
play_human_turn();
after_human_turn();
} catch(end_turn_exception& end_turn) {
if (end_turn.redo == team_index) {
player_type_changed_ = true;
// if new controller is not human,
// reset gui to prev human one
if (!teams_[team_index-1].is_human()) {
int t = find_human_team_before(team_index);
if (t > 0) {
gui_->set_team(t-1);
gui_->recalculate_minimap();
gui_->invalidate_all();
gui_->draw();
gui_->update_display();
}
}
}
}
LOG_NG << "human finished turn...\n";
} else if(current_team().is_ai()) {
play_ai_turn();
} else if(current_team().is_network()) {
play_network_turn();
}
} while (player_type_changed_);
//keep looping if the type of a team (human/ai/networked) has changed mid-turn
}
void playmp_controller::before_human_turn(bool save){
playsingle_controller::before_human_turn(save);
turn_data_ = new turn_info(gameinfo_,gamestate_,status_,
*gui_,map_,teams_,player_number_,units_,replay_sender_, undo_stack_);
turn_data_->replay_error().attach_handler(this);
}
bool playmp_controller::counting_down() {
return beep_warning_time_ > 0;
}
namespace {
const int WARNTIME = 10000; //start beeping when 10 seconds are left (10,000ms)
int timer_refresh = 0;
const int timer_refresh_rate = 50; //prevents calling SDL_GetTicks() too frequently
}
//make sure we think about countdown even while dialogs are open
void playmp_controller::process(events::pump_info &info) {
if(playmp_controller::counting_down()) {
if(info.ticks == 0) {
if(++timer_refresh % timer_refresh_rate == 0) {
playmp_controller::think_about_countdown(::SDL_GetTicks());
}
} else {
playmp_controller::think_about_countdown(info.ticks);
}
}
}
//check if it is time to start playing the timer warning
void playmp_controller::think_about_countdown(int ticks) {
if(ticks >= beep_warning_time_) {
const bool bell_on = preferences::turn_bell();
if(bell_on || preferences::sound_on() || preferences::UI_sound_on()) {
preferences::set_turn_bell(true);
sound::play_bell(game_config::sounds::timer_bell,
WARNTIME - (ticks - beep_warning_time_));
beep_warning_time_ = -1;
preferences::set_turn_bell(bell_on);
}
}
}
void playmp_controller::play_human_turn(){
int cur_ticks = SDL_GetTicks();
gui_->enable_menu("endturn", true);
while(!end_turn_) {
try {
config cfg;
const network::connection res = network::receive_data(cfg);
std::deque<config> backlog;
if(res != network::null_connection) {
try{
turn_data_->process_network_data(cfg,res,backlog,skip_replay_);
}
catch (replay::error& e){
process_oos(e.message);
throw e;
}
}
play_slice();
} catch(end_level_exception& e) {
turn_data_->send_data();
throw e;
}
if (current_team().countdown_time() > 0 && ( level_["mp_countdown"] == "yes" ) ){
SDL_Delay(1);
const int ticks = SDL_GetTicks();
int new_time = current_team().countdown_time()-maximum<int>(1,(ticks - cur_ticks));
if (new_time > 0 ){
current_team().set_countdown_time(new_time);
cur_ticks = ticks;
if(current_team().is_human() && !beep_warning_time_) {
beep_warning_time_ = new_time - WARNTIME + ticks;
}
if(counting_down()) {
think_about_countdown(ticks);
}
} else {
// Clock time ended
// If no turn bonus or action bonus -> defeat
const int action_increment = lexical_cast_default<int>(level_["mp_countdown_action_bonus"],0);
if ( lexical_cast_default<int>(level_["mp_countdown_turn_bonus"],0) == 0
&& (action_increment == 0 || current_team().action_bonus_count() == 0)) {
// Not possible to end level in MP with throw end_level_exception(DEFEAT);
// because remote players only notice network disconnection
// Current solution end remaining turns automatically
current_team().set_countdown_time(10);
} else {
const int maxtime = lexical_cast_default<int>(level_["mp_countdown_reservoir_time"],0);
int secs = lexical_cast_default<int>(level_["mp_countdown_turn_bonus"],0);
secs += action_increment * current_team().action_bonus_count();
current_team().set_action_bonus_count(0);
secs = (secs > maxtime) ? maxtime : secs;
current_team().set_countdown_time(1000 * secs);
}
recorder.add_countdown_update(current_team().countdown_time(),player_number_);
recorder.end_turn();
turn_data_->send_data();
throw end_turn_exception();
}
}
gui_->draw();
turn_data_->send_data();
}
menu_handler_.clear_undo_stack(player_number_);
}
void playmp_controller::after_human_turn(){
if ( level_["mp_countdown"] == "yes" ){
const int action_increment = lexical_cast_default<int>(level_["mp_countdown_action_bonus"],0);
const int maxtime = lexical_cast_default<int>(level_["mp_countdown_reservoir_time"],0);
int secs = (current_team().countdown_time() / 1000) + lexical_cast_default<int>(level_["mp_countdown_turn_bonus"],0);
secs += action_increment * current_team().action_bonus_count();
current_team().set_action_bonus_count(0);
secs = (secs > maxtime) ? maxtime : secs;
current_team().set_countdown_time(1000 * secs);
recorder.add_countdown_update(current_team().countdown_time(),player_number_);
}
//send one more time to make sure network is up-to-date.
turn_data_->send_data();
if (turn_data_ != NULL){
turn_data_->replay_error().detach_handler(this);
delete turn_data_;
turn_data_ = NULL;
}
playsingle_controller::after_human_turn();
}
void playmp_controller::finish_side_turn(){
play_controller::finish_side_turn();
//just in case due to an exception turn_data_ has not been deleted in after_human_turn
delete turn_data_;
turn_data_ = NULL;
//halt and cancel the countdown timer
if(beep_warning_time_ < 0) {
sound::stop_bell();
}
}
void playmp_controller::play_network_turn(){
if(teams_[player_number_ - 1].is_empty() && team_units(units_,player_number_) == 0) {
return;
}
LOG_NG << "is networked...\n";
browse_ = true;
gui_->enable_menu("endturn", false);
turn_info turn_data(gameinfo_,gamestate_,status_,*gui_,
map_,teams_,player_number_,units_, replay_sender_, undo_stack_);
turn_data.replay_error().attach_handler(this);
for(;;) {
bool have_data = false;
config cfg;
network::connection from = network::null_connection;
if(data_backlog_.empty() == false) {
have_data = true;
cfg = data_backlog_.front();
data_backlog_.pop_front();
} else {
from = network::receive_data(cfg);
have_data = from != network::null_connection;
}
if(have_data) {
if (skip_replay_ && replay_last_turn_ <= status_.turn()){
skip_replay_ = false;
}
try{
const turn_info::PROCESS_DATA_RESULT result = turn_data.process_network_data(cfg,from,data_backlog_,skip_replay_);
if(result == turn_info::PROCESS_RESTART_TURN) {
player_type_changed_ = true;
return;
} else if(result == turn_info::PROCESS_END_TURN) {
break;
}
}
catch (replay::error e){
process_oos(e.message);
throw e;
}
}
play_slice();
turn_data.send_data();
gui_->draw();
}
turn_data.replay_error().detach_handler(this);
LOG_NG << "finished networked...\n";
return;
}
void playmp_controller::process_oos(const std::string& err_msg){
std::stringstream temp_buf;
std::vector<std::string> err_lines = utils::split(err_msg,'\n');
temp_buf << _("The games are out of sync and will have to exit. Do you want to save an error log of your game?");
if(!err_msg.empty()) {
temp_buf << " \n \n"; //and now the "Details:"
for(std::vector<std::string>::iterator i=err_lines.begin(); i!=err_lines.end(); i++)
{
temp_buf << "`#" << *i << '\n';
}
temp_buf << " \n";
}
menu_handler_.save_game(temp_buf.str(),gui::YES_NO, true);
}
void playmp_controller::handle_generic_event(const std::string& name){
turn_info turn_data(gameinfo_,gamestate_,status_,*gui_,
map_,teams_,player_number_,units_, replay_sender_, undo_stack_);
if (name == "ai_user_interact"){
playsingle_controller::handle_generic_event(name);
turn_data.send_data();
}
else if ((name == "ai_unit_recruited") || (name == "ai_unit_moved")
|| (name == "ai_enemy_attacked")){
turn_data.sync_network();
}
else if (name == "network_replay_error"){
process_oos(replay::last_replay_error);
}
}
bool playmp_controller::can_execute_command(hotkey::HOTKEY_COMMAND command, int index) const
{
bool res = true;
switch (command){
case hotkey::HOTKEY_CLEAR_LABELS:
case hotkey::HOTKEY_SPEAK_ALLY:
res = !is_observer();
case hotkey::HOTKEY_SPEAK:
case hotkey::HOTKEY_SPEAK_ALL:
res = res && network::nconnections() > 0;
break;
default:
return playsingle_controller::can_execute_command(command, index);
}
return res;
}